/***********************************************************************
    created:    Wed, 8th Feb 2012
    author:     Lukas E Meindl (based on code by Paul D Turner)
*************************************************************************/
/***************************************************************************
 *   Copyright (C) 2004 - 2012 Paul D Turner & The CEGUI Development Team
 *
 *   Permission is hereby granted, free of charge, to any person obtaining
 *   a copy of this software and associated documentation files (the
 *   "Software"), to deal in the Software without restriction, including
 *   without limitation the rights to use, copy, modify, merge, publish,
 *   distribute, sublicense, and/or sell copies of the Software, and to
 *   permit persons to whom the Software is furnished to do so, subject to
 *   the following conditions:
 *
 *   The above copyright notice and this permission notice shall be
 *   included in all copies or substantial portions of the Software.
 *
 *   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 *   EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 *   MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
 *   IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
 *   OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
 *   ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
 *   OTHER DEALINGS IN THE SOFTWARE.
 ***************************************************************************/
#include "CEGUI/RendererModules/OpenGL/GL.h"
#include "CEGUI/RendererModules/OpenGL/ShaderManager.h"
#include "CEGUI/RendererModules/OpenGL/GL3Renderer.h"
#include "CEGUI/RendererModules/OpenGL/GL3Texture.h"
#include "CEGUI/RendererModules/OpenGL/Shader.h"
#include "CEGUI/Exceptions.h"
#include "CEGUI/ImageCodec.h"
#include "CEGUI/DynamicModule.h"
#include "CEGUI/RendererModules/OpenGL/ViewportTarget.h"
#include "CEGUI/RendererModules/OpenGL/GL3GeometryBuffer.h"
#include "CEGUI/GUIContext.h"
#include "CEGUI/RendererModules/OpenGL/GL3FBOTextureTarget.h"
#include "CEGUI/System.h"
#include "CEGUI/DefaultResourceProvider.h"
#include "CEGUI/Logger.h"
#include "CEGUI/Window.h"
#include "CEGUI/RendererModules/OpenGL/GL3StateChangeWrapper.h"
#include "CEGUI/RenderMaterial.h"
#include "CEGUI/RendererModules/OpenGL/GLBaseShaderWrapper.h"

#include <algorithm>
#include <iterator>

#define BUFFER_OFFSET(i) ((char *)NULL + (i))

#ifdef GLEW_VERSION_4_3
// The function must be a C method with the same calling convention as the GL API functions, here this is done using the GLAPIENTRY function prefix
static void GLAPIENTRY OpenGlDebugCallback( GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userParam )
{
    std::string str_type;
    switch(type)
    {
    case GL_DEBUG_TYPE_ERROR:
        str_type = "ERROR";
        break;
    case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
        str_type = "DEPRECATED_BEHAVIOR";
        break;
    case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
        str_type = "UNDEFINED_BEHAVIOR";
        break;
    case GL_DEBUG_TYPE_PORTABILITY:
        str_type = "PORTABILITY";
        break;
    case GL_DEBUG_TYPE_PERFORMANCE:
        str_type = "PERFORMANCE";
        break;
    case GL_DEBUG_TYPE_OTHER:
        str_type = "OTHER";
        break;
    default:
        str_type = "UNKNOWN";
        break;
    }

    std::string str_severity;
    switch(severity)
    {
    case GL_DEBUG_SEVERITY_LOW:
        str_severity = "low";
        break;
    case GL_DEBUG_SEVERITY_MEDIUM:
        str_severity = "medium";
        break;
    case GL_DEBUG_SEVERITY_HIGH:
        str_severity = "high";
        break;
    default:
        break;
    }

    printf("GL Callback : %s\ntype: %s\nid %d\nseverity: %s", message, str_type.c_str(), id, str_severity.c_str());

#   ifdef DEBUG
    if(severity == GL_DEBUG_SEVERITY_HIGH)
    {
        abort();
    }
#   endif
}
#endif

// Start of CEGUI namespace section
namespace CEGUI
{

//----------------------------------------------------------------------------//
// template specialised class that does the real work for us
template<typename T>
class OGLTemplateTargetFactory : public OGLTextureTargetFactory
{
    TextureTarget* create(OpenGLRendererBase& r, bool addStencilBuffer) const override
    { return new T(static_cast<OpenGL3Renderer&>(r), addStencilBuffer); }
};

//----------------------------------------------------------------------------//
OpenGL3Renderer& OpenGL3Renderer::bootstrapSystem(const int abi)
{
    System::performVersionTest(CEGUI_VERSION_ABI, abi, CEGUI_FUNCTION_NAME);

    if (System::getSingletonPtr())
        throw InvalidRequestException(
            "CEGUI::System object is already initialised.");

    OpenGL3Renderer& renderer(create());
    DefaultResourceProvider* rp = new CEGUI::DefaultResourceProvider();
    System::create(renderer, rp);

    return renderer;
}

//----------------------------------------------------------------------------//
OpenGL3Renderer& OpenGL3Renderer::bootstrapSystem(const Sizef& display_size,
                                                  const int abi)
{
    System::performVersionTest(CEGUI_VERSION_ABI, abi, CEGUI_FUNCTION_NAME);

    if (System::getSingletonPtr())
        throw InvalidRequestException(
            "CEGUI::System object is already initialised.");

    OpenGL3Renderer& renderer(create(display_size));
    DefaultResourceProvider* rp = new CEGUI::DefaultResourceProvider();
    System::create(renderer, rp);

    return renderer;
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::destroySystem()
{
    System* sys = System::getSingletonPtr();
    if (sys == nullptr)
    {
        throw InvalidRequestException(
            "CEGUI::System object is not created or was already destroyed.");
    }

    OpenGL3Renderer* renderer = static_cast<OpenGL3Renderer*>(sys->getRenderer());
    DefaultResourceProvider* rp =
        static_cast<DefaultResourceProvider*>(sys->getResourceProvider());

    System::destroy();
    delete rp;
    destroy(*renderer);
}

//----------------------------------------------------------------------------//
OpenGL3Renderer& OpenGL3Renderer::create(const int abi)
{
    System::performVersionTest(CEGUI_VERSION_ABI, abi, CEGUI_FUNCTION_NAME);

    return *new OpenGL3Renderer();
}

//----------------------------------------------------------------------------//
OpenGL3Renderer& OpenGL3Renderer::create(const Sizef& display_size,
                                         const int abi)
{
    System::performVersionTest(CEGUI_VERSION_ABI, abi, CEGUI_FUNCTION_NAME);

    return *new OpenGL3Renderer(display_size);
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::destroy(OpenGL3Renderer& renderer)
{
    delete &renderer;
}

//----------------------------------------------------------------------------//
OpenGL3Renderer::OpenGL3Renderer() :
    OpenGLRendererBase(true),
    d_shaderWrapperTextured(nullptr),
#ifdef CEGUI_OPENGL_BIG_BUFFER
    d_verticesTexturedVAO(0),
    d_verticesSolidVAO(0),
    d_verticesSolidVBO(0),
    d_verticesTexturedVBO(0),
    d_verticesSolidVBOSize(0),
    d_verticesTexturedVBOSize(0),
#endif
    d_openGLStateChanger(nullptr),
    d_shaderManager(nullptr)
{
    init();
}

//----------------------------------------------------------------------------//
OpenGL3Renderer::OpenGL3Renderer(const Sizef& display_size) :
    OpenGLRendererBase(display_size, true),
    d_shaderWrapperTextured(nullptr),
#ifdef CEGUI_OPENGL_BIG_BUFFER
    d_verticesTexturedVAO(0),
    d_verticesSolidVAO(0),
    d_verticesSolidVBO(0),
    d_verticesTexturedVBO(0),
    d_verticesSolidVBOSize(0),
    d_verticesTexturedVBOSize(0),
#endif
    d_openGLStateChanger(nullptr),
    d_shaderManager(nullptr)
{
    init();
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::init()
{
    if (OpenGLInfo::getSingleton().isUsingOpenglEs()
        &&  OpenGLInfo::getSingleton().verMajor() < 2)
        throw RendererException("Only version 2 and up of OpenGL ES is "
                                "supported by this type of renderer.");
    initialiseRendererIDString();

#ifdef DEBUG
#   ifdef GLEW_VERSION_4_3
    if(OpenGLInfo::getSingleton().verAtLeast(4, 3))
    {
        glEnable(GL_DEBUG_OUTPUT);
        // GL_DEBUG_OUTPUT_SYNCHRONOUS guarantees that the callback is called by the same thread as the OpenGL api-call that invoked the callback
        glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
        glDebugMessageCallback(OpenGlDebugCallback, nullptr);
        // we want to receive all possible callback messages
        glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
    }
#   endif
#endif

    d_openGLStateChanger = new OpenGL3StateChangeWrapper();
    initialiseTextureTargetFactory();
    initialiseOpenGLShaders();

#ifdef CEGUI_OPENGL_BIG_BUFFER
    initialiseStandardTexturedVAO();
    initialiseStandardColouredVAO();
#endif
}

//----------------------------------------------------------------------------//
OpenGL3Renderer::~OpenGL3Renderer()
{
#ifdef CEGUI_OPENGL_BIG_BUFFER
    glDeleteVertexArrays(1, &d_verticesTexturedVAO);
    glDeleteVertexArrays(1, &d_verticesSolidVAO);
    glDeleteBuffers(1, &d_verticesSolidVBO);
    glDeleteBuffers(1, &d_verticesTexturedVBO);
#endif

    delete d_textureTargetFactory;
    delete d_openGLStateChanger;
    delete d_shaderManager;

    delete d_shaderWrapperTextured;
    delete d_shaderWrapperSolid;
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::initialiseRendererIDString()
{
    d_rendererID = OpenGLInfo::getSingleton().isUsingDesktopOpengl()
        ?  "CEGUI::OpenGL3Renderer - Official OpenGL 3.2 core based "
           "renderer module."
        :  "CEGUI::OpenGL3Renderer - OpenGL ES 2 renderer module.";
}
//----------------------------------------------------------------------------//
OpenGLGeometryBufferBase* OpenGL3Renderer::createGeometryBuffer_impl(CEGUI::RefCounted<RenderMaterial> renderMaterial)
{
    return new OpenGL3GeometryBuffer(*this, renderMaterial);
}

//----------------------------------------------------------------------------//
TextureTarget* OpenGL3Renderer::createTextureTarget_impl(bool addStencilBuffer)
{
    return d_textureTargetFactory->create(*this, addStencilBuffer);
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::beginRendering()
{
    // Deprecated OpenGL 2 client states may mess up rendering. They are not added here
    // since they are deprecated and thus do not fit in a OpenGL Core renderer. However
    // this information may be relevant for people combining deprecated and modern
    // functions. In that case disable client states like this: glDisableClientState(GL_VERTEX_ARRAY);

    d_openGLStateChanger->reset();

    // if enabled, restores a subset of the GL state back to default values.
    if (d_isStateResettingEnabled)
        restoreChangedStatesToDefaults(false);

    d_openGLStateChanger->enable(GL_SCISSOR_TEST);
    d_openGLStateChanger->enable(GL_BLEND);

    // force set blending ops to get to a known state.
    setupRenderingBlendMode(BlendMode::Normal, true);
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::endRendering()
{
    if (d_isStateResettingEnabled)
        restoreChangedStatesToDefaults(true);

    d_openGLStateChanger->bindVertexArray(0);
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::restoreChangedStatesToDefaults(bool isAfterRendering)
{
    //Resetting to initial values of the functions
    d_openGLStateChanger->activeTexture(0);
    d_openGLStateChanger->bindTexture(GL_TEXTURE_2D, 0);

    if (OpenGLInfo::getSingleton().isPolygonModeSupported())
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

    d_openGLStateChanger->disable(GL_CULL_FACE);
    d_openGLStateChanger->disable(GL_DEPTH_TEST);

    // During the preparation before rendering, these states will be changed anyways
    // so we do not want to change them extra
    if(isAfterRendering)
    {
        d_openGLStateChanger->disable(GL_BLEND);
        d_openGLStateChanger->disable(GL_SCISSOR_TEST);
    }

    d_openGLStateChanger->blendFunc(GL_ONE, GL_ZERO);

    d_openGLStateChanger->useProgram(0);
    if (OpenGLInfo::getSingleton().isVaoSupported())
        d_openGLStateChanger->bindVertexArray(0);
    d_openGLStateChanger->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, 0);
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::initialiseTextureTargetFactory()
{
    //Use OGL core implementation for FBOs
    d_rendererID += "  TextureTarget support enabled via FBO OGL 3.2 core implementation.";
    d_textureTargetFactory = new OGLTemplateTargetFactory<OpenGL3FBOTextureTarget>;
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::setupRenderingBlendMode(const BlendMode mode,
                                              const bool force)
{
    // exit if mode is already set up (and update not forced)
    if ((d_activeBlendMode == mode) && !force)
        return;

    d_activeBlendMode = mode;

    if (d_activeBlendMode == BlendMode::RttPremultiplied)
    {
        d_openGLStateChanger->blendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
    }
    else
    {
        d_openGLStateChanger->blendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA, GL_ONE);
    }
}

//----------------------------------------------------------------------------//
Sizef OpenGL3Renderer::getAdjustedTextureSize(const Sizef& sz)
{
    return Sizef(sz);
}

//----------------------------------------------------------------------------//
OpenGLBaseStateChangeWrapper* OpenGL3Renderer::getOpenGLStateChanger()
{
    return d_openGLStateChanger;
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::initialiseOpenGLShaders()
{
    checkGLErrors(__FILE__, __LINE__, CEGUI_FUNCTION_NAME);
    d_shaderManager = new OpenGLBaseShaderManager(d_openGLStateChanger, ShaderVersion::Glsl);
    d_shaderManager->initialiseShaders();

    initialiseStandardTexturedShaderWrapper();
    initialiseStandardColouredShaderWrapper();
}

//----------------------------------------------------------------------------//
RefCounted<RenderMaterial> OpenGL3Renderer::createRenderMaterial(const DefaultShaderType shaderType) const
{
    if(shaderType == DefaultShaderType::Textured)
    {
        RefCounted<RenderMaterial> render_material(new RenderMaterial(d_shaderWrapperTextured));

        return render_material;
    }
    else if(shaderType == DefaultShaderType::Solid)
    {
        RefCounted<RenderMaterial> render_material(new RenderMaterial(d_shaderWrapperSolid));

        return render_material;
    }
    else
    {
        throw RendererException(
            "A default shader of this type does not exist.");

        return RefCounted<RenderMaterial>();
    }
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::uploadBuffers(RenderingSurface& surface)
{
#ifdef CEGUI_OPENGL_BIG_BUFFER
    d_vertex_data_solid.clear();
    d_vertex_data_textured.clear();

    for(auto &queue : surface.getRenderQueueList())
    {
        addGeometry(queue.second.getBuffers());
    }


    uploadVertexData(d_vertex_data_solid, d_verticesSolidVBO, d_verticesSolidVBOSize);
    uploadVertexData(d_vertex_data_textured, d_verticesTexturedVBO, d_verticesTexturedVBOSize);

#endif
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::uploadBuffers(const std::vector<GeometryBuffer*>& buffers)
{
    // keep the vertex vector reserved memory so it is not constantly recreated
    d_vertex_data_solid.clear();
    d_vertex_data_textured.clear();

    addGeometry(buffers);
    uploadVertexData(d_vertex_data_solid, d_verticesSolidVBO, d_verticesSolidVBOSize);
    uploadVertexData(d_vertex_data_textured, d_verticesTexturedVBO, d_verticesTexturedVBOSize);
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::addGeometry(const std::vector<GeometryBuffer*>& buffers)
{
    for(auto buffer : buffers)
    {
        auto gl3buffer = static_cast<OpenGL3GeometryBuffer*>(buffer);
        auto& data = gl3buffer->getVertexData();
        if(data.empty())
        {
            continue;
        }
        auto element_count = gl3buffer->getVertexAttributeElementCount();
        if(element_count == 9)
        {
            gl3buffer->d_verticesVBOPosition = d_vertex_data_textured.size() / element_count;
            std::copy(data.begin(), data.end(), std::back_inserter(d_vertex_data_textured));

        }
        else
        {
            gl3buffer->d_verticesVBOPosition = d_vertex_data_solid.size() / element_count;
            std::copy(data.begin(), data.end(), std::back_inserter(d_vertex_data_solid));
        }
    }
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::uploadVertexData(std::vector<float>& vertex_data, GLuint vbo_id, GLuint &vbo_max_size)
{
    if(vertex_data.empty())
    {
        return;
    }

    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, vbo_id);
    // need a bigger buffer
    if(vertex_data.size() * sizeof(float) > vbo_max_size)
    {
        glBufferData(GL_ARRAY_BUFFER, vertex_data.size() * sizeof(float), &vertex_data[0], GL_DYNAMIC_DRAW);
        vbo_max_size = vertex_data.size() * sizeof(float);
    }
    else
    {
        glBufferSubData(GL_ARRAY_BUFFER, 0, vertex_data.size() * sizeof(float), &vertex_data[0]);
    }
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::initialiseStandardTexturedShaderWrapper()
{
    OpenGLBaseShader* shader_standard_textured =  d_shaderManager->getShader(OpenGLBaseShaderID::StandardTextured);
    d_shaderWrapperTextured = new OpenGLBaseShaderWrapper(*shader_standard_textured, d_openGLStateChanger);

    d_shaderWrapperTextured->addTextureUniformVariable("texture0", 0);

    d_shaderWrapperTextured->addUniformVariable("modelViewProjMatrix");
    d_shaderWrapperTextured->addUniformVariable("alphaFactor");

    d_shaderWrapperTextured->addAttributeVariable("inPosition");
    d_shaderWrapperTextured->addAttributeVariable("inTexCoord");
    d_shaderWrapperTextured->addAttributeVariable("inColour");
}

//----------------------------------------------------------------------------//
void OpenGL3Renderer::initialiseStandardColouredShaderWrapper()
{
    OpenGLBaseShader* shader_standard_solid =  d_shaderManager->getShader(OpenGLBaseShaderID::StandardSolid);
    d_shaderWrapperSolid = new OpenGLBaseShaderWrapper(*shader_standard_solid, d_openGLStateChanger);

    d_shaderWrapperSolid->addUniformVariable("modelViewProjMatrix");
    d_shaderWrapperSolid->addUniformVariable("alphaFactor");

    d_shaderWrapperSolid->addAttributeVariable("inPosition");
    d_shaderWrapperSolid->addAttributeVariable("inColour");
}


//----------------------------------------------------------------------------//
// mostly a copy of OpenGL3GeometryBuffer::finaliseVertexAttributes()
void OpenGL3Renderer::initialiseStandardTexturedVAO()
{
#ifdef CEGUI_OPENGL_BIG_BUFFER
    glGenBuffers(1, &d_verticesTexturedVBO);
    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, d_verticesTexturedVBO);
    glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, 0);


    glGenVertexArrays(1, &d_verticesTexturedVAO);
    d_openGLStateChanger->bindVertexArray(d_verticesTexturedVAO);

    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, d_verticesTexturedVBO);

    GLsizei stride = (3 + 4 + 2) * sizeof(GLfloat);
    //Update the vertex attrib pointers of the vertex array object depending on the saved attributes
    int dataOffset = 0;

    GLint shader_pos_loc = d_shaderWrapperTextured->getAttributeLocation("inPosition");
    glEnableVertexAttribArray(shader_pos_loc);
    glVertexAttribPointer(shader_pos_loc, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(dataOffset * sizeof(GLfloat)));
    dataOffset += 3;

    GLint shader_colour_loc = d_shaderWrapperTextured->getAttributeLocation("inColour");
    glEnableVertexAttribArray(shader_colour_loc);
    glVertexAttribPointer(shader_colour_loc, 4, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(dataOffset * sizeof(GLfloat)));
    dataOffset += 4;

    GLint texture_coord_loc = d_shaderWrapperTextured->getAttributeLocation("inTexCoord");
    glEnableVertexAttribArray(texture_coord_loc);
    glVertexAttribPointer(texture_coord_loc, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(dataOffset * sizeof(GLfloat)));
    dataOffset += 2;

    d_openGLStateChanger->bindVertexArray(0);
    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, 0);
#endif
}

//----------------------------------------------------------------------------//
// mostly a copy of OpenGL3GeometryBuffer::finaliseVertexAttributes()
void OpenGL3Renderer::initialiseStandardColouredVAO()
{
#ifdef CEGUI_OPENGL_BIG_BUFFER
    glGenVertexArrays(1, &d_verticesSolidVAO);
    d_openGLStateChanger->bindVertexArray(d_verticesSolidVAO);

    glGenBuffers(1, &d_verticesSolidVBO);
    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, d_verticesSolidVBO);
    glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);

    GLsizei stride = (3 + 4) * sizeof(GLfloat);
    //Update the vertex attrib pointers of the vertex array object depending on the saved attributes
    int dataOffset = 0;

    GLint shader_pos_loc = d_shaderWrapperSolid->getAttributeLocation("inPosition");
    glEnableVertexAttribArray(shader_pos_loc);
    glVertexAttribPointer(shader_pos_loc, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(dataOffset * sizeof(GLfloat)));
    dataOffset += 3;

    GLint shader_colour_loc = d_shaderWrapperSolid->getAttributeLocation("inColour");
    glEnableVertexAttribArray(shader_colour_loc);
    glVertexAttribPointer(shader_colour_loc, 4, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(dataOffset * sizeof(GLfloat)));
    dataOffset += 4;

    d_openGLStateChanger->bindVertexArray(0);
    d_openGLStateChanger->bindBuffer(GL_ARRAY_BUFFER, 0);
#endif
}

//----------------------------------------------------------------------------//
OpenGLTexture* OpenGL3Renderer::createTexture_impl(const String& name)
{
    return new OpenGL3Texture(*this, name);
}

//----------------------------------------------------------------------------//

} // End of  CEGUI namespace section
